Age | Commit message (Collapse) | Author |
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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-Fixed material previews (dont show sphere unless for spatial)
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-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
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-Ability to use proper operator for GI Probe, closes #10534
-Closes #12938 as it's no longer needed (thanks for the work though)
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Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
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compatibility.
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#9935, closes #10135
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Fix UV calculation for spritesheet in particles
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Fix names of uniforms and make correct uv offset calculation
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Fixes #10244.
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-Restored an alpha scissor property in Material
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-Fixed bugs regarding tangent generation in SurfaceTool
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Ability to also disable specular
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Added multipass support for materials.
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-Some fixes to shader lang
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
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-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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a lot more complete and usable now.
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-Gizmos work again
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general
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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fixed later.
-fixed issue of opacity not working
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
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-=-=-=-=-=-
-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
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